Fourth Job Advancement

This page contains the skills of all the 4th job classes. These information is derived from Korea MapleStory, which was the first version to implement the fourth job. The fourth job advance is also available in the Japan, China, and Taiwan versions, and was added to MapleGlobal in January of 2008. The 4th Job Advancement will be released in EMS February 2010.

How to Advance to 4th Job

Talk to your 3rd job instructor in El Nath to begin the quest

Keep talking to your instructor until you receive another quest to obtain two special items for the fourth job instructor to advance. (If you want to hunt, hunt the Heroic Star and Heroic Pentagon from Manon or Griffey, then skip to step 6.)

After you are done go back to the Village Chief from Leafre. He will give you the two necessary items, Heroic Star and Heroic Pentangon.

Now you need to find your 4th job instructor.

Give the 2 items to the instructor to complete the quest. The instructor will advance you to fourth job and grant you the skillbook for Maple Hero.

Warrior Class

Warrior Skills

All: Maple Warrior

Old name(s): Maple Hero
Type: Party
Description: Party members will receive a % increase in their AP stats (STR, DEX, INT & LUK) for a period of time.
Max Level 20: 40 MP, 600 seconds, 10% increase in STR, DEX, INT & LUK
Comment: Exactly does what the description says, 10% more power for everyone.

All: Hero's Will

Warrior: Monster Magnet

Type: Active
Description: Pull a monster from a distance.
Max Level 30: 21 MP, 200% distance, 95% success rate.
Comment: It's a skill where you need to cast upon a monster, and it will be pulled over horizontally along the path. Monster Magnet's accuracy is the same as your ability to hit the enemy.

Warrior: Stance

Old name(s): Power Stance
Type: Active
Description: You will be not pushed back by monsters with this skill activated.
Max Level 30: 50MP 300sec 70% chance of not getting KBed by monsters.
Comment: This skill would save some moving time while training. Whether or not it plays a significant purpose we'll have to wait and see. Although if it was 100% it would have been very very helpful but apparently that is not the case.

Warrior: Rush

available in 5 versions: sword, axe, hammer, spear, polearm
Old name(s): Charge
Type: Active
Description: A dash attack that pushes up to 15 targets.
Max Level 30: 50MP, 125% attack power, up to 15 targets.
Comment: A very fast dash attack that in addition to doing decent damage, Rush also stack the mobs up front. This skill gets rid of the movement disadvantage of warriors. Note that, you cannot use Rush unless there are actual enemies in front of you (like Assaulter). Rush does not actually give any movement unless there are actual monsters within range (see sample animation pictures below). Previously a Dark Knight exclusive, Rush is now available to all warriors. Since patch 1.2.71, Rush's travel distance will be determined by skill level.

Warrior: Achilles

Old name(s): Hard Skin
Type: Passive.
Description: Your armor is permanently strengthened; enemy damage is reduced.
Max Level 30: 16% Physical Reduction
Comment: Passive damage reduction or a strengthing of armor type of skill. According to the description, it only applies to physical damage. Previously available to all warriors, Hard Skin was now a Dark Knight exclusive. Available to all warriors.

Hero & Paladin: Blocking

Type: Passive
Description: When you are hit by physically contact, your will be able to use the shield to block (with a given probability), reducing the full damage in addition to making the enemy into faint status.
Requires the use of a shield.
Max Level 30: 15% chance to Block, immune for 2 seconds.
Comment: Equip a shield, you will have a chance to do a block animation, reducing complete damage as well as making the monster faint. Your character will also go through a period of invincibility after a succesful block. Since patch 1.2.71, Blocking will completely block attacks at given success rate. Success rate is dependant on the skill level.

Hero

PATH: Beginner > Warrior > Fighter > Crusader > Hero

Hero: Advanced Combo

Type Passive
Description: Combo counter's max limit will be raised to 10. Two Combo counts can increase at the same time at the given probability.
Requires Crusader's LV 30(MAX) Combo.
Max Level 30: +30% attack bonus, 5 possible extra orbs, 60% chance to gather two orbs at a time.
Comment: Double Combo anyone? Basically this skill upgrades your old Combo with given probability. For level 30, you have a 60% chance to get 2 orbs instead of 1 from attacking once and all the way and up to 10 orbs. The first 5 you gather will be in blue color; the last 5 will be in red. The *red* orbs will stack over the blue ones (so you will only see the red ones). Rush can also charge orbs, and 2 at a time. However as for Hero's Sword although being a 2 hitter, only can charge once (but 60% chance to get 2 still, of course. But you won't get 3 nor 4).

Hero: Brandish

Old name(s): Sword of Hero
Type: Active.
Description: Strike twice with the sword, hitting group of enemies.
Max Level 30: 25MP, 260% attack power, up to 3 targets.
Comment: A new attack skill for the Hero class. It first forces a upper swing motion, followed by a long ranged downward slash. It hits up to 3 monsters and is quite powerful (supposedly). It's also pretty fast (almost as fast as a PS+FA). Sword of Hero however only registers as one hit for charging the combo counter (you can still get 2 orbs at once, but not 3 and not 4).

Paladin

PATH: Warrior > Page > White Knight > Paladin

Paladin: Holy Charge

Type: Active
Description: The power of the sage is given to the Sword, raising the attacking power enormously.
Max Level 20: 30 MP, 140% attack bonus, 300 seconds duration.
Comment: Charge of the holy family. Currently the most powerful charge of the 4.

Paladin: Divine Charge

Type: Active
Description: The power of the sage is given to the Hammer, raising the attacking power enormously.
Max Level 20: 30 MP, 140% attack bonus, 300 seconds duration.
Comment: Holy Charge for blunt weapons.

Paladin: Advanced Charge

Old name(s): Endless Blow
Type: Passive
Description: The higher the skill level, the more probability of not losing your charge when using Knight's Charge Blow (at maxed level it will never discharge). Power of Knight's Charge Blow also rises.
Max Level 10: Charge Blow attack power 350%, 100% probability of keeping your elemental charge when using Charge Blow.
Comment: This passive ability lets a Paladin to endlessly spam charge blow. And yes, Charge Blow stuns all 6 of the mobs just like 3rd Job.

Paladin: Blast

Old name(s): Fighting Spirit, Spirit
Type: Active
Description: Stab a fireceful blow with your charged power into an enemy.
Max Level 30: 40 MP, 550% attack power
Comment: A single target attack with a brand new animation (unique for each charge). Your character will perform a stab animation, though the attack retains the normal slash/stab ratio.Spirit does not activate final attack, and nor does it discharge your element. Note stabbing favors swords and discourages hammers. Overall a very nice addition to the Page class, no more Power Strike / Slash Blast / Final Attacks ever again.

Paladin: Heaven's Hammer

Old name(s): Sanctuary
Type: Active
Description: While using Holy Charge, summon a spiritual hammer to unleash a powerful holy shockwave, damaging up to 15 targets and up to until they have 1 HP remaining.
Cooldown time: 100 seconds.
Max Level 30: 60 MP, 900% attack power, up to 15 targets
Comment: Attack enemies with a summoned golden hammer doing 900% damage, however Sanctuary cannot actually do the kill (it will reduce the enemies' HP to 1 at best).

Dark Knight

PATH: Warrior > Spearman > Dragon Knight > Dark Knight

Dark Knight: Berserk

Old name(s): Dark Blow
Type: Passive
Description: Unlock the soul potential of the body as you become HP critical status, increasing your power explosively. Dark Blow's power will be lost once you have been recovered.
Max Level 30: Required HP level to activate: 40%, 200% attack bonus.
Comment: Dark Blow activates when you enter HP critical status; for example using sacrifice, dragon roar, or geting hit. It will self terminate once you have regained your health.
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Dark Knight: Beholder's Healing

Old name(s): Dark Soul: Healing Mastery
Type: Passive
Description: The Dark Soul will heal the Dark Knight per every time interval. The higher the skill level the higher it heals.
Max Level 25: 10 seconds interval, 500 HP recovery
Comment: Not sure how this works, but this skill affects your Dark Soul and indirectly on the Dark Knight. A mini cleric helper that heals the Dark Knight periodically.
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Dark Knight: Beholder's Buff

Old name(s): Dark Soul: Enchanting Mastery
Type: Passive
Description: The Dark Soul will enchant the Dark Knight with a power up per every time interval. There are several kinds of power ups, and you get them randomly. Power ups include increase in weapon defense, magic defense, avoidability, accuracy, as well as weapon attack.
Max Level 25: 25 seconds lasting duration for each buff, possible buffs include: weapon defense up, magic defense up,avoidability up, accuracy up, and weapon attack up, 10 seconds interval between casting times.
Comment: Perhaps the better skill out of the two; like Heal Mastery this skill affects your Dark Soul. In one of the videos, we get to see +50 defense, +15 accuracy, perhaps +15 weapon attack as well. The Dark Soul will randomly give out buffs over random time intervals (according to keunwp, the delay between the casting times can range from 10-30 seconds) . Note that the weapon attack buff does not stack with Dragon Knight's Dragon Blood.

Magician Class

Magician Skills

All: Maple Hero

Type: Party
Description: Party members will receive a % increase in their AP stats (STR, DEX, INT & LUK) for a period of time.
Max Level 20: 40 MP, 600 seconds, 10% increase in STR, DEX, INT & LUK
Comment: Exactly does what the description says, 10% more power for everyone.
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Magician: Mana Reflection

Type: Active
Description: By changing the flow of mana, magical damage is reflected back to the enemies. However, the repelled max damage will not exceed more than 200% of the monster's Maximum HP.
Max Level 30: 45 MP, 250 seconds duration, 60% success rate, 200% effect
Comment: Treat it as another elemental resistance except it works more like power guard that repels damage as well. There seemed to have an update that made it so that you don't receive damage at all when Mana Reflection kicks in.

Magician: Infinity

Old name(s): Unlimited Mana
Type: Active
Description: For a period of time, you will not need to consume mana.
Cooldown time: 10 minutes.
Max Level 30: 40 seconds duration.
Comment: Free MP for a short period of time. Dosen't look too useful at the moment, perhaps for bosses or occasions when you need to use MP.Great for using skills that use a massive amount of MP
like Genesis, Meteor, and Blizzard.

Magician: Big Bang

Old name(s): Quantum Explosion
Type: Active
Description: This is a charge up skill. You may charge up particles around you for a period of time, then release to make an explosion. You do not have to complete the gathering of particles to make an explosion, however your damage will be weakened (depending on how long you have charged).
Max Level 30: 120 MP 450 (max) magic power, 80% mastery
Comment: Charge up and release a powerful non-elemental Area of Effect attack. Since version 67T, the charge time is decreased dramatically.

Arch Mage [Fire / Poison]

PATH: Magician > Wizard [F/P] > Mage [F/P] > Arch Mage [F/P]

Arch Mage [F/P]: Fire Demon

Old name(s): Flame
Type: Active
Description: Engulf the enemies with a pillar of fire: they will be constantly damaged by the heat and become weak to Ice elemental attacks.
Max Level 30: 34 MP, 120 magic power, 15 seconds burn duration, 60% mastery, up to 6 targets.
Comment: Apparently the monster under the flamed state will be weak to ice. The latest patch made this skill into a mob attack; it's the first time ever that Mages are getting an Avenger-like skill (long ranged mob attack that pierces through targets).
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Arch Mage [F/P]: Elquines

Old name(s): El Queenath
Type: Summon
Description: For a period of time, summon El Queenath to assist you. It can hit up to 3 targets.
Max Level 30: 100 MP, 160 seconds lasting duration, 270 magic power
Comment: El Queenath is a golem powered with the ice element. It has a basic ice attack that hits multiple enemies. El Queenath will follow your character if you try to move far away or go on ladders. Since patch 1.2.71, Elquiness attacks will freeze its targets.
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Arch Mage [F/P]: Paralyze

Old name(s): Medusa Eyes
Type: Active
Description: Attack with the magic eyes of Medusa, petrifying enemies into stone.
Max Level 30: 25 MP, 200 magic power, 60% mastery, 15 second petrified duration.
Comment: Looks like a single target attack from the videos... It's another way to "freeze" monsters and with a longer duration (including Ice type monsters). Previously available for both Arch Mages, now exclusive to the Fire/Poison side. It should be noted that Paralyze's damage is poison elemental.
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Arch Mage [F/P]: Meteor

Old name(s): Volcano, Meteor
Type: Active
Description: Cast volcanic meteor rocks to destroy the battlefield.
Max Level 30: 3500 MP, 570 magic power.
Comment: Take note of the MP usage, this skill isn't meant to be used without Unlimited Mana. Volcano can almost attack the full screen and is very powerful. It does however have a little bit of delay. Volcano works with Magic Amplification as well as Magic Booster, although your MP cost does not increase like other skills affected by Amplification (unsure if the MP cost is affected now).
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Arch Mage [I/L]: Ifrit

Type: Efreet, Summon
Description: For a period of time, summon a Efreet to assist you. It can hit up to 3 targets.
Max Level 30: 100 MP, 160 seconds lasting duration, 300 magic power
Comment: Like El Queenath, but Efreet is a Fire type golem.

Arch Mage [I/L]: Chain Lightning

Old name(s): Spark
Type: Active
Description: A fast, ranged pinpoint lightning magic attack that hits one target at first... The enemies relatively close to the target will also get damaged afterwards. Further enemies relatively close to the ones that were hit will also be damaged thus creating a chain of targets. Chain Lightning up to a maximum of 6 targets.
Max Level 30: 25 MP, 180 magic power, 60% mastery.
Comment: A lightning based shock attack that automatically select mobs depending on the first one you make contact with. Range wise, it can automatically extend itself. Watch the demo videos for details.

Arch Mage [I/L]: Blizzard

Bishop

Bishop: Holy Shield

Old name(s): Magic Interruption
Type: Party
Description: For a period of time, status abnormality attacks will be nullified to all party members.
Cooldown time: 2 minutes.
Max Level 30: 69 MP, 40 seconds duration.
Comment: This is a natural dispel ability, lasting for however only 40 seconds with a 10 minute countdown...

Bishop: Angel Ray

Old name(s): Holy Strike
Type: Active
Description: Shoot a projectile with holy power.
[b]Max Level 30: 240 magic power, 60% mastery
Comment: Looks like another version of Holy Arrow (small range, holy base, single target). Don't expect much from this skill. It is also not very fast.

This skill though, is fairly strong. Most people don't even get holy arrow. It's 240 base attack is a fair bit stronger than holy arrow's 80 base attack.

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Bishop: Bahamut

Old name(s): Holy Dragon
Type: Summon
Description: For a period of time, summon the Holy Dragon to assist you. Holy Dragon hits up to 3 targets.
Requires Priest's LV 15 Dragon Summon.
Max Level 30: 160 MP,160 seconds lasting duration, 230 magic power.
Comment: A giant red dragon summon that does (high) Holy Damage, attack speed is about same as the Priest Dragon Summon. It however does not only hover around you; it will try to attack mobs across platforms (vertically or horizontally) by its own. It will continue to attack even when you are on the ladder.

Bishop: Genesis

Old name(s): Last Judgement
Type: Active
Description: Summon rays of holy light to destroy the battlefield.
Max Level 30: 3500 MP, 670 magic power, up to 15 targets.
Comment: The Bishop's equivalent of Meteor/Blizzard. Remember bishops don't have Magic Amplifcation from 3rd job, unlike the Arch Mages. Genesis is a full screen holy attack, but it might not have the same radius as Meteor/Blizzard.
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Archer Class

Archer Skills

All: Maple Hero

Type:Party
Description:All Party members will receive a % increase in their AP stats (STR, DEX, INT & LUK) for a period of time.
Max Level 20: 40 MP, 600 seconds, 10% increase in STR, DEX, INT & LUK
Comment: Exactly does what the description says, 110% more power for everyone.

Archer: Sharp Eyes

Old name(s): Critical Buff, Critical Hope
Type: Party
Description: Give party members the ability to find weakness points of monsters: making it possible to achieve critical damage.
Max Level 30: 45 MP, 300 seconds duration, 15% rate, 40% additional damage.
Comment: When given to archers and hermits, the % of activating criticals stacks with what they originally have (for example hermits will have a 50% + 15% = 65% rate of criticals with this buff). The 40% is a 1.4 multiplier (read about how criticals work in MS by doing some research) and not just a +40% damage. Evidence are from various videos.. Note that when an archer hits a critical (55% rate), the total damage is (original damage) + (100% + 1.4 x 100%) = original damage + 240%; that is, the critical bonus becomes +240% (Special thanks to ubernub for the calculation / observation work). This makes Critical Buff favoring archers and hermits the most. As for other jobs, they will only receive the 1.4 multiplier effect 15% of the time.

Archer: Dragon Breath

Old name(s): Dragon Pulse,
Type: Active
Description: Shoot an arrow with the soul of a dragon: your targets will be knockbacked from the big power.
Max Level 30: 36 MP, 100% attack power, up to 6 targets.
Comment: Dragon Pulse is now a long ranged Power Knockback like skill with no minimum range. It has a 100% rate of pushing the mobs far away. It also has a very short delay so this skill almost completely covers the archers' minimum range weakness. When used correctly in combination with Puppet (for example, use Dragon Pulse on the incoming mobs and then placing the Puppet behind yourself), they make an almost invincible combo.

Bow Master

PATH: Archer > Hunter > Ranger > Bow Master

Bow Master: Bow Expert

Old name(s): Bow Expertness
Type: Passive
Description: A second level passive mastery for archers, raises minimum damage and attack power (only works with bow weapons).
Requires Hunter's LV 20(MAX) Bow Mastery.
Max Level 30: 90% mastery, +10 weapon attack
Comment: Just like your old mastery, this skill makes all shots much more stable than ever. Note that archers have a 55% chance of activating criticals with critical buff, this skill makes the 1.4 multiplier even more meaningful than what it already is.

Bow Master: Hurricane

Old name(s): Storm Arrow, Arrow of Storm
Type: Active
Description: Discharging arrows at the speed of the storms. Hurricane will stay active and continously shooting as long as the command is held.
Max Level 30: 9 MP, 100% attack power
Comment: Arguably the fastest or second-fastest skill in Maple Story so far. Hurricane works with Critical Shot and Sharp Eyes. Note that Hurricane has a slight start up acceleration time when you begin shooting. There was a patch that made it so that you cannot use pots while using Hurricane.
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Bow Master: Hamstring

Type: Active
Description: For a period of time, shoot arrows that can disrupt the enemy's leg region: slow downing their movement for 5 seconds.
Max Level 30: 40% success rate, 180 seconds buff duration, -60 speed.
Comment: To use Hamstring, you activate it as a buff first. Once activated, all your arrows will have a chance to inflict a (very) slow status on your targets.
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Bow Master: Concentrate

Old name(s): Intensify
Type: Active
Description: For a period of time, raise your attack power & lessen the consumption of mana.
Cooldown time: 6 minutes.
Max Level 30: 40 MP, +26 weapon attack, mana consumption -50%, 180 seconds duration.
Comment: For the first time ever, and skill that saves money for archers! And yes that's 26 weapon attack increase, but you can only use it for every 3/6 minutes.
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Crossbow Master:Snipe

Type: Active
Description: Snipe a target with a killing shot. Cooldown timer decreases as the skill level increases.
Max Level 30: 11 MP，cooldown time: 15 seconds
Comment: Snipe will always one shot kill the enemy no matter what HP they have. It does not work on bosses, of course. It takes a huge amount of time to cast, and at level 1 takes 300 seconds between skills.

Crossbow Master:Blind

Type: Active
Description: For a period of time, shoot arrows that can inflict darkness on enemies for 5 seconds.
Max Level 30: 40% success rate, 180 seconds buff duration.
Comment: When Blind is casted, Crossbow Masters can inflict the "Darkness" or blind status on monsters that are hit by any of their attacks, including Ice Eagle.

Thief Class

Thief Skills

All: Maple Hero

Type: Party
Description: Party members will receive a % increase in their AP stats (STR, DEX, INT & LUK) for a period of time.
Max Level 20: 40 MP, 600 seconds, 10% increase in STR, DEX, INT & LUK
Comment: Exactly does what the description says, 10% more power for everyone.
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Thief: Showdown

Old name(s): Challenge, Taunt
Type: Active
Description: Challenge the enemy: the monster's defenses will rise, but so do its EXP & droprate.
Max Level 30: 40 MP, 40% effect (100% success rate)
Comment: Challenge is a single target, mid range Disorder like skill. Yes they will give 40% more EXP and droprate upon being challenged. Probably useful for finding drops from low spawn monsters. But don't expect to use this inside a mob.

Thief: Ninja Ambush

Old name(s): Ambush
Type: Active
Description: For a period of time, ambush the enemy by laying traps. Ambush works on up to 6 targets.
Max Level 30: 43MP, 100% attack power, 12 seconds trap duration, 150% range
Comment: You set a "trap" by casting Ambush inside a mob.. At least it looks like this way. Ninjas will come out and constantly attack the monsters being ambushed for a period of time. The monsters being ambushed are 100% free to move and attack however. Ambush dosen't work with critical apparently. Since patch 1.2.72T, Ambush deals around 2500 damage every second.

Thief: Venom/Venomous Stab

Old name(s): Enchant Venom
available in 2 versions: claw, dagger
Type: Passive
Description: Enchant your weapon with poison venom: making the deadly venom poisoning possible from your attacks
Max Level 30: magic power, 4 seconds poison duration, 30% success rate, 60% attack power
Comment: Now every one of your attacks (for example, savage blow, lucky7, etc) can poison the enemy! From the videos it looks extremely powerful, doing very high poison damage over very short time intervals. Some people mention that monsters can be poisoned up to 3 times.. Enchant Venom start up doing a basic damage, then as time passes by this damage will repeat about every second. This starting basic damage is quite random, but the damage dosen't change after the first time. Night Lord's "punching" claw can also cause venom poisoning. Only the Shadower's Venom is called Venomous Stab.

Night Lord

PATH: Rogue > Assasin > Hermit > Night Lord

Shadow Claw

Old name(s): Spirit Claw, Soul Javelin
Type: Active
Description: Consuming only 200 stars, for a period of time you will have unlimited use of throwing stars from the deck of stars that you casted Soul Javelin with.
Max Level 30: 25 MP, 120 seconds duration.
Comment: When you activate Soul Javelin, 200 stars will be consumed from your current deck. During this time period with the buff activated, you will not consume stars when using star throwing skills (unlimited star usage). A clever way of extending the Night Roads' inventory in reality. Is this skill worth it?
Comment: Some people say that it doesn't even consume stars. Is this true?

Night Lord: Triple Throw

Type: Active
Description: Throw 3 shurikens at once against one enemy.
Max Level 30: 20 MP, 150% attack power
Comment: Triple Throw looks exactly like Lucky 7, but you throw 3 shots instead of 2. And the throw effect is blue, not red. Triple Throw can be used with shadow partner to make 6 hits per throw. "Jump attacking" makes the cooldown time even shorter, making it look like you are throwing stars nonstop. It is not known whether or not if it uses the L7 formula or the claw/star formula.

Night Lord: Ninja Storm

Old name(s): Tornado
Type: Active
Description: Call a companion to perform a whirlwind spin, causing nearby targets to be tossed away.
Max Level 10: 16MP, 150% attack power, 60% success rate, 150 distance.
Comment: A semi melee skill for the Night Lord class. Ninja Storm does have a probability rate of success in tossing mobs away. It seems also that enemies maybe tossed around at random directions... they are either tossed away or dragged over. The affected targets will also be stunned instantly upon being tossed. Since patch 1.2.71, Ninja Storm's knockback range will be determined by skill level.
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Shadower

PATH: Rogue > Bandit > Chief Bandit > Shadower

Assasinate

Type: Active
Description: After coming in close under Dark-Sight, assasinate the enemy by a surprise attack: damaging the vital points of the monster 3 times continuously. The final attack, which comes out in a given probability, has a certain chance of giving death wound. Longer Dark-Sight will make the damage bigger.
Max Level 30: 40 MP, 120% attack power, charge up to 18 seconds, 250% critical damage, 90% critical success rate.
Comment: In order to use Assasintate, you must activate Dark Sight. Assasinate hits 3 times, then followed by a finisher that looks like an assaulter. The longer you stay in Dark Sight (up to 18 seconds for maxed level), the higher the Assasinate damage. You are not suppose to "uncloak" before using assasinate, your character will automatically come out of Dark Sight and perfrom the attack.

Shadower: Smoke Shell

Old name(s): Smoke Bomb
Type: Active
Description: Release a mist of Smoke to make enemies unable to see you, making it easy to avoid enemy attacks.
Party members including yourself inside the mist cannot be hit.
Cooldown time: 10 minutes.
Max Level 30: 45 MP, 60 seconds duration, 200% range.
Comment: Make a smoke bomb like a ninja, a mist will spread and, while you (or other players perhaps) are inside this mist monsters will not be able to hit you (and party members). According to the description Smoke Bomb has a 10 minute cooldown time, but the mist will stay for 60 seconds (so in the 1/10 minutes you will be invulerable to attacks). This can come in extremely useful in map split partying or bosses. If you have two or more bandits, they may alternate mists to protect themselves. In one of the videos it looks like you can cast Smoke Bomb before the cooldown timer, not sure the reason for this... Could be a glitch or something intetional or just the description was wrong.
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Boomerang Step

Old name(s): Keen Dagger
Type: Active
Description: Slice through the enemies in a line, cutting them twice before they can react.
Max Level 30: 26 MP, 500% attack power, up to 4 targets, 90% stun rate
Comment: Works like a double assaulter, going pass the enemy once and coming back to the original position..except it does massive damage hitting multiple targets. You are also untouchable while using this skill, unlike assaulter. You cannot use this skill to teleport to other platforms although you may still hit the monsters on other platforms.

Pirate Class

Pirate Skills

All: Maple Hero

Type: Party
Description: Party members will receive a % increase in their AP stats (STR, DEX, INT & LUK) for a period of time.
Max Level 20: 40 MP, 600 seconds, 10% increase in STR, DEX, INT & LUK
Comment: Exactly does what the description says, 10% more power for everyone.
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Rapid Fire

BattleShip

Type:Supportive
Description:Board a pirate ship. Whenever you are damaged, the durability is decreased, and if it reaches 0, you cannot board it again for a certain time.
Master Level:10 -40 MP, Weapon Defense +100, Magic Defense +100, Cooldown: 6 Minutes

Viper

Dragon Strike

Energy Orb

Type:Active
Description:Concentrates a part of the charged energy to attack the enemy. If there are other enemies near the monster hit with Energy Orb, the Energy Orb is chained to give extra damage. It can only be used when energy is charged.
Master Level:30 -0 MP, 900% Damage, Targets 6 enemies

Fist

Wind Booster

Type:Supportive
Description:By using HP and MP, the attack speed of a weapon is increased. It can be used along with the normal boosters, and the entire party is affected.
Master Level:Level 20: -40 HP, -40 MP, Increases speed [+2] for 300 seconds.